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I've been at the tail end of some mod-work for the Source engine, adapting content based on the "Tremors" movie and TV series, and I've reached the point where I'm done with the movie monsters and decided to try my hand at creating one of the series' flagship human characters.
Burt Gummer, as played by Michael Gross.
Thing is, while I've done actual characters before, this was my first real push to model and texture the likeness of a living, breathing human being.
It's actually gone better than expected. The model is surprisingly functional in-engine, given this has been my first human character with eye-posing and working flexes that accommodate the engine's automated phoneme-generation. As you can tell, it's low-poly. I know it's NOTHING compared to what modern-games consider standard now, but I'm also modeling it to make it consistent with other Half Life 2 characters.
But as much as I THINK I managed to get his likeness down in some senses, I just feel there's some inadequacy here, and I can't put my finger one what's wrong exactly. The eyes shown are texture-based and dynamic textures produced by the game engine itself, hence the lack of them in the images rendered/captured from the modeling program. And without eyes, it looks generally fine, but once the eyes are there... something feels... off. And again, I'm not sure WHAT.
That, and the mouth/stache. I keep comparing between the actor and the model, but I'm not seeing what's wrong.
I COULD settle for this, but I want it to be as good as it can be, per my abilities.
Burt Gummer, as played by Michael Gross.
Thing is, while I've done actual characters before, this was my first real push to model and texture the likeness of a living, breathing human being.
It's actually gone better than expected. The model is surprisingly functional in-engine, given this has been my first human character with eye-posing and working flexes that accommodate the engine's automated phoneme-generation. As you can tell, it's low-poly. I know it's NOTHING compared to what modern-games consider standard now, but I'm also modeling it to make it consistent with other Half Life 2 characters.
But as much as I THINK I managed to get his likeness down in some senses, I just feel there's some inadequacy here, and I can't put my finger one what's wrong exactly. The eyes shown are texture-based and dynamic textures produced by the game engine itself, hence the lack of them in the images rendered/captured from the modeling program. And without eyes, it looks generally fine, but once the eyes are there... something feels... off. And again, I'm not sure WHAT.
That, and the mouth/stache. I keep comparing between the actor and the model, but I'm not seeing what's wrong.
I COULD settle for this, but I want it to be as good as it can be, per my abilities.